Showing Posts For kaotiktheory.8942:
But my main complain in light armor is how some pieces seem just cut… I mean. In medium armor a coat is a coat. It is a torso piece, but if it is a long coat it covers the legs and sometimes you don’t even see the trousers under it. With light armor it is as if someone took a scissor and cut the bodice in half. There are some sets in which half of the bodice is part of the torso and half part of the legs and that makes them almost impossible to combine with other sets (and makes dyeing them an unfair task if you want them to look properly). Can that, at least, be fixed?
That’s actually a REALLY good point. I’ve never thought about it that way. But you’re right. None of the light armor cuts well. The medium armor has trench coats for the chest pieces that seem to flow down around the feet. But for light armor the flowing robe part is part of the leg piece, so there is always an awkward cut in the middle. You’ve nailed it on the head!
So we just need the lower part around the legs of the flowing robes to be part of the same chest piece so it’s not cut in the middle like that.
well your number 6 was heard, anet are looking to add a system where the skins you’ve acquired will be switchable more easily.
Oh they are? That’s great! I had no idea. Do you have a link for when they said that?
Doh! Moved to the suggestions forum again! LOL! Not having much luck with my posts getting heard!
There are some things that bug me about the aesthetics of some gear in this otherwise beautiful and very imaginative game.
1. Medium armour on female characters is usually a major let down. Because they are mainly trench coat, they make the female form look a little too bulky and unflattering. It looks like this armour was optimised for male models. Which leads me to point 2…
2. Too many trench coats across the board. We need more sexy medium armour.
3. Light armour on male characters is also a major let down. Again I think this is because a lot of light armour is optimised for female models. They usually just look like ill-fitting man-skirts (instead of actual robes), with some very obvious exceptions. For instance the Pheonix armour looks great on a female, and pretty boring on a male.
4. Hopefully we’ve seen the end of flame-inspired weapon designs. We’ve had far too many of these, and although they look cool – I would love to see something a little different. Dragon Jade, Aetherised and Zenith weapons look amazing! Would love to see some more ice, electric, or technologicaly advanced looking weapons across the board.
5. I would love to have more hairstyle options from the self-style hair kits.
6. I would love to see a wardrobe system implemented in this game. I’ve brought this up before and seemed to get some positive feedback. It works similar to City of Heroes. When you acquire armour or weapons, its them permanently unlocked in your wardrobe. You can then go into the wardrobe and take the ‘skin’ of the weapon or armour and apply it to whatever your stat-gear your wearing and you can do this as many times as you like. You could have an NPC that does this for you, and after you’ve made all the changes the NPC then charges you an amount of transmute stones according to how many things you changed.
I’ve read far too many of the same types of responses from arenanet when it comes to refunds. i.e ‘we cannot do this, because we do not have the means to remove the upgrade’ or ‘we cannot facilitate a return of purchased goods’.
Here’s a question Arenanet? Why not just provide some these refunds to your dedicated players as a gesture of goodwill? I’m sure you can see how much someone has spent in gems – and for those who have spent a lot of money, why not just give these people a refund without needing to take the item back?
I’ve dealt with a lot of companies in the past who have offered goodwill gestures to customers who have supported them a lot. But I’ve yet to see arenanet budge an inch when it comes to refunds.
We are paying customers (and some of us are very high paying customers), and we have helped support your product. Help support us back from time to time.
Made some suggestion changes to the above list.
Completely agree with OP. The designers are either lazy or perhaps they’re being rushed to release something that they do it in half measures. I would much rather wait a while longer, and have the choice between lots of different armor sets (and COMPLETE sets) across light, medium and heavy.
It’s weird that the armor skins they have released so far are obviously suited to heavy armor professions, when there are only 2 heavy professions in the game, and 3 light and 3 medium professions. If anything, light and medium should be getting preferential treatment, especially when the diversity of medium armor in this game leaves a lot to be desired.
So far their priority seems to be focused on heavy armor skins, flame weapons and gauntlets, plush back pieces and silly themed costumes. This is a fantasy game. Shouldn’t there be a priority to being able to diversify our look with serious armor?
The Zenith and Dragon Jade weapons are FANTASTIC. We just need the armor to start matching this level of creativity.
Thanks for all the feedback guys. I really appreciate it
That’s a pretty good idea too. Being able to customise weapon skills. Maybe in the way that utility skills can be slotted.
I love the customisation this would allow. Although I would imagine it to be hard to balance.
Would LOVE this!
Looks like my ideas have been lost and forgotten.
bump because I want others to see take notice
Ah too late. Already moved… Oh well… it was nice knowing you thread… You’ll never be looked at now
I’ve been thinking of a few things I’d love to see implemented in this game. They range from possibly could happen to highly unlikely to happen. Here they are (thanks in advance for reading my wall of text):
- Exclusivity of gem store items. As it stands gem store vanity purchases are easy to obtain. The thing that makes having unique looking items appealing (such as legendary weapons and T3 armor) is that they are hard/expensive to get and have certain bragging rights associated with them. Gem store items such as mini pets and weapon skins are also unique looking but are too easy to get. Give people an incentive to play the game and achieve something, other than just typing in their credit card details. For example to unlock the new weapon skins you first need to complete the living story. Once you complete the living story you can then unlock the ability to equip those new gem store weapon skins. The same thing can be done with mini pets. For instance you have to kill 200 spiders to unlock the ability to use the spider mini pet. I think this not only lets people spend money on the gem store, but also gives the player a sense of achievement. Two birds. One stone.
- Dungeons to allow for bigger parties. (between 5 and 8 players so it doesn’t get too crowded). The dungeon then scales in difficulty with the more people you have in it. I don’t like having to turn down friends when I’ve gotten a full party of 5.
- The option to lower and raise the camera height. Right now the character model is too ‘in the middle of the screen’ and when I look up at things my character and UI is taking up too much screen real estate. Zooming out doesn’t alleviate this problem.
- The ability to give our characters auras (like in City of Heroes) Changing colours and effects and emanation points (i.e glowing eyes, smokey hands, pulsating lights etc). Imagine the money arenanet could make selling these on the gem store.
- The ability to change colour of our powers. I know that powers have certain themes (i.e mesmer is purple and guardian is blue), however we’ve been told from the start that this game is all about personalising your character and story… well maybe my Mesmer doesn’t like purple!
- New hair styles from the self style kits.
- More armor skin options in the gem store. At the moment there is only 2 armor option available for each type of armor. We need more serious fantasy looks. I’m thinking of things like flowing gowns for light armor, skin tight leather armor and ornate plate armor.
- Two-toned dyes. Dyes that dye one colour and shine another colour. The midnight colours are a good example where they dye black and shine a slightly red or blue colour. More of these please!
- New weapons or change certain weapons to be class specific. At the moment too many classes can use a greatsword – they’re everywhere and overused in this game.
- More design consistency in Legendary Weapons. At the moment some legendary weapons are just plain silly looking, and others are incredibly awesome. Again, greatswords get a lot of love here, yet the pistol gets a weird clown gun that shoots streamers and honks. Ummm that’s not very ‘legendary’. Oh and the mace. A disco ball? Really? It would be great if each weapon had a silly design and serious design to choose from. My asura engineer has been designed to be rather technologically advanced looking character, the legendary pistol will completely break the aesthetic I’m aiming for.
- No more flame-looking weapons and armor I think the artists in this game are fire-biased! Hahaha! There are A LOT of flame-like weapons in this game. Citadel of Flame weapons, Molten weapons, Destroyer weapons and Flame Legion weapons. I don’t think the other elements are being represented enough in this game and I look forward to seeing them someday!
(edited by kaotiktheory.8942)
The molten jetpack should have an animation where it blasts out fire whenever you jump!
No refunds. That’s the policy. They don’t have the “tools” to go through individual profiles and characters (or so they say). As you play more and more, you notice that every dynamic in the game is a money sink, because it benefits the business, and it’s not likely to be taken in the other direction.
Fellow that got scammed with a non-intended purchase here.
Sorry everyone
I actually believe this. Every dynamic IS a money sink or some sort of way to fork out more money. The sad thing is I’ve spent over $100 worth of my real world money on gems, and yet they can’t refund me this ‘pretend currency’. I’ve supported this game with my actual money, and yet they can’t support me.
I even suggested they just mail me equivalent crafted/or just random gear directly to my account so that atleast have SOMETHING to show for my character. I can make do not having that particular dungeon armor, as long as I get exotics that are worth the same thing. THAT they CAN do. They have access to gear and they can mail it. But WILL they? That’s the question.
For some reason this game lets you purchase gear that is unusable by your profession. I’ve now accidentally spent in excess of 1200 CoF tokens on light armor, when I actually needed medium armor. Now obviously I am the idiot for not selecting the correct armor, but why does it let you actually buy it when you can’t use it. ESPECIALLY in the case of dungeon gear when it is SOULBOUN. So now I can’t even give it to another character of mine.
That is hours of my life just down the drain. Completely wasted. I’m completely disheartened by the game now….
I’ve put in a ticket to have my token reimbursed. I’ve spent a lot of real world money on this game because I support it, so I don’t think that being reimbursed ‘pretend’ currency is too much to ask for.
Thank you.
(edited by kaotiktheory.8942)
Your post in general didn’t last long, so I decided to bump this
I have been asking for a better town clothes/skin system since BWE1.
I wish that anet would at least add more town clothes (like NPC clothes not the store’s modern stuff). They could let us craft them or buy them (ingame or gem store :/), but it seems the only town clothes we get are going to be only though the store., I have bought some of the outfits but I would prefer that they add non-store ways to get TC as well (I would buy NPC like clothes if they added them but I need storage first)
I have been collecting links to these kinds of suggestions (see sig), there are many different idea’s on how to improve the TC & skins, and while I would prefer something like LoTRo system (which is just a better version of the TC i.e. wearable in combat and any clothes can be put in and buy-able additional wardrobe (TC) slots), though the DCUo system has it’s perks .Really anything would be an improvement.
as an aside Organizing The Suggestions Forum
Thanks so much for helping bump this post. I posted it in the general forum (it didn’t last long before it was locked because of the double post) but it did receive a lot of positive feedback. Hopefully arenanet notices
They would lose money on xmute stones, so this probably will never happen sadly. It’s a wonderful idea though. That’s pretty much how they do it in SPvP.
Ahhh but in my proposal, I’ve actually outlined how they can have it so that this process still requires transmute stones. Have another read
(Apologies for the double post. I originally put this in the suggestions forum, but it didn’t receive any attention at all. Here’s hoping it gets a little more love here).
I would love to see a wardrobe system available in this game. Similar to how City of Heroes and DC Universe Online allow(ed) you to unlock a certain skin once its been acquired.
How I see it working:
Once you find a piece of gear, you keep the gear, but also unlock that particular skin in a wardrobe (type of library), that you can then enter and start re-skining anything you’re currently wearing with whatever you have unlocked. (Similar to the dyes library).
You could select from anything you’ve previously unlocked in order to come up with some very interesting new looks in a preview window. Then once you’re happy, you’re taken to a confirmation screen where it will add up all the transmutation stones required for re-skinning. So that way Arenanet can still charge us for transmute stones.
I think this is especially handy for people who have spent many MANY hours grinding dungeons for a particular armor set. You can unlock the dungeon skin and reuse it at a later date if you want to take a break from that look for a while. I don’t want to have to run the dungeon 30 more times if I want to get that look back one day.
In summary:
- All acquired gear skins are saved in a ‘wardrobe’ type library
- Re-skin anything you’re currently wearing with whatever skins you’ve unlocked in your library (similar to the dyes)
- Preview an entire new look
- Proceed with purchase, where you will be charged the amount of transmutation stones required (with a link to buy more if you’re missing them)
Would love, love, LOVE to see something like this implemented some day!
(edited by kaotiktheory.8942)
Totaly agree with OP. I get excited each time I see new armor skins available, but then I see what they’re like and they’re just flat out terrible looking.
Sadly arenanet has dropped the ball on some of the armor skins – especially the medium armor. To me that’s the biggest reason why I play this game (the look of my armor), and not all the gear was designed equally in this game unfortunately.
TERA is indeed an excellent example of high quality looking armor (albeit sexist and too revealing – but some of the High Elf and Human armor is amazingly beautiful).
Here’s hoping to some new incredibly looking armor skins being made available soon.
Thanks Kunshu! I’m pretty excited about this idea
Still not sure if this is something that could easily be implemented or not. I don’t want to pretend I know anything about video game programming… but it would appear they already have the infrastructure in place with the dye library and current use of transmute stones. So this doesn’t seem like a giant leap.
Hope this idea gets noticed
I would love to see a wardrobe system available in this game. Similar to how City of Heroes and DC Universe Online allow you to unlock a certain skin once its been acquired.
How I see it working:
Once you find a piece of gear, you keep the gear, but also unlock that particular skin in a wardrobe (type of library), that you can then enter and start re-skining anything you’re currently wearing with whatever you have unlocked. (Similar to the dyes library).
You could select from anything you’ve previously unlocked in order to come up with some very interesting new looks in a preview window. Then once you’re happy, you’re taken to a confirmation screen where it will add up all the transmutation stones required for re-skinning. So that way Arenanet can still charge us transmute stones.
I think this is especially handy for people who have spent many MANY hours grinding dungeons for a particular armor set. You can unlock the dungeon skin and reuse it at a later date if you want to take a break from that look for a while. I don’t want to have to run the dungeon 30 more times if I want to get that look back one day.
In summary:
- All acquired gear skins are saved in a ‘wardrobe’ type library
- Re-skin anything you’re currently wearing with whatever skins you’ve unlocked in your library (similar to the dyes)
- Preview an entire new look
- Proceed with purchase, where you will be charged the amount of transmutation stones required (with a link to buy more if you’re missing them)
Would love, love, LOVE to see something like this implemented some day!
That’s great. However not everyone finds it easy like you did. Truth of the matter is, that most people find it very difficult.
Ill be the first to yell at anet if theyr doing something wrong/silly, but the only one being silly here is you lot.
I don’t believe attacking someone and calling them silly is actually relevant to this discussion here.
The fact of the matter is this is a F2P game. Yes I know that. And its a very fair model. I love this game and play it a lot, but even with all the time I spend in this game I’m nowhere near the amount I need to buy one of these sets.
This F2P model as most F2P models, are geared towards dangling something shiny in front of you for money . You don’t HAVE to spend money but the option is there. You can go throughout the entire game without spending an extra cent.
But they dangle this beautifully skinned armour with a high price tag, and then dangle the gem to gold conversion which you can do so easily with a credit card. And if you do give into spending real money for gems, then you’ll need to buy even more to buy a fine transmute stone.
You buy this armor for its look. That’s true. But if you want to play this game with the best stats then you’ll eventually have to skin it too so it gets boosted up to exotic status. So you’ll also need to spend money/time on an exotic gear and then gems on a transmute stone.
No one will be harmed, no innocents will be slaughtered, the world will not end if these T3 armors are boosted to exotic level. The only one who looses out is arenanet, since you wouldn’t need to buy fine transmute stones as well. And hence that is why they haven’t done so already. They WANT you to buy them.
I’m not saying Arenanet is being devious or evil in any way. They HAVE to do things like this in order to make money. It’s just the way it is.
This is where Arenanet has slapped us in the face.
Grind and grind to get your gold. Tempt you with the ease of just putting in your credit card details for more gold easily.
Finall you buy the armor that costs about 120 gold for the entire set, and then asks you to fork out more money for gems so you can transmute it exotic gear.
This is a BIG slap in the face. No other way of looking at it.
Dear Arenanet,
I love the fact that you’re looking at dungeons and want to improve the experience for everyone and still make it a balanced and challenging for all those involved.
You get an A for effort.
However I feel that the implementation of this (across different phases as you put it) is incorrect.
Firstly, you removed res-rushing. That’s great. It gives boss fights a real thrill. But then you say you’ll be adding new waypoints to compensate, but not in that particular patch (you since have added them). Don’t you think they should have been introduced at the same time?
Secondly, some paths of dungeons are disproportionately harder than other paths. (And some dungeons in general). CoF for instances is a big culprit. Path 1 & 2 are simple with a group who knows what they’re doing. They’re actually still fun regardless. But path 3 is incredibly hard (I’m not even talking about the bosses), even with the same well oiled group. What has that lead to? No one does path 3, closing off 1/3 of that dungeons potential content for all players. This hasn’t been balanced. I’d like to ask you Arenanet what you actually find fun with that particular room in CoF p3 where you have to defend against 5 enemy waves? It’s not.
HOWEVER you have decided to make boss fights in AC MORE challenging, that were already very difficult for the average player. These boss fights didn’t really need to change. Well not just yet anyway. Perhaps later down the road, after all the other paths and bosses have been balanced.
It just feels to me that the order in which you’re doing these updates is incorrect. Don’t change aspects of the game for the sake of change. I would honestly prefer to wait a while and sit on something a little longer and have the end result be as perfect as possible. Don’t just add things so it looks like to us your adding things. We get it, Guild Wars 2 is awesome and ever evolving
I would suggest you balance paths, reduce health on some bosses (HoT p1 boss I’m looking at you), and generally make certain sections more FUN. Remember that hard can be fun, as long as its interesting and not just brutal for the sake of it! Lower health on some bosses but higher damage output can be one way to look at it. But I’m not the professional dungeon maker here, you guys are
Also as a matter of priority it would also be great to fix those pesky profession bugs, so that our skills and traits work properly for when we do face-off against these bosses.
Thank you Arenanet for listening to my rant.
I totaly agree with original post. No more currencies please. There are just too many.
This game was announced as a no grind type of game. I never really believed that since almost all MMOs have to have some sort of grind to keep us working at our goals. It was just up to the developer to make the grind fun/interesting.
But what they DID say about this game was that the gameplay type you choose to do could contribute towards ALL the rewards in the game since everything you did would reward you with karma. That was such a forward thinking idea which I loved. If I got bored of doing one particular thing, I could switch it up and do something else and always work towards that common type of currency.
Whether you wanted to do wvw or pve you always got karma. But now we have all these other currencies that are specific to one particular type of task which really closes off other content and compartmentalizes it all. Which goes back to the tired MMO mechanic of ‘reputation grinding’.
Let us get these new currencies in a variety of different ways. But perhaps make the specific tasks wield MORE of that currency. OR perhaps introduce the ability to exchange currencies for another?
Something like:
20000 karma = 1 guild commendation
40 dungeon tokens = 1 guild commendation
1 guild commendation = 10 fractal relics
20000 karma = 1 laurel = 5 dungeon tokens
(just as a suggestion off the top of my head)
That way we can do what Arenanet originally set out for us to do. Play the game the way we wanted to play it. Not ‘do this to get that’. More like ‘do anything, to get anything’.
I’ve had the opportunity to battle against some very impressive bosses in this game. Whether they be in the fractals or the regular dungeons. Some of these mechanics are interesting and rather fun at times. But my god I think arenanet is taking the pi$$ with how much HP they seem to have. After you establish the correct routine some of these bosses take a while, and some bosses are much quicker. There is no consistency.
That jellyfish has more HP than any other boss I’ve encountered. I’ve had quicker Dragon battles. This is however also an example of a very uninteresting and BORING battle. It takes forever. It’s not hard or interesting or fun. Just LONG. I agree that bosses should be challenging, but I actually found myself dozing off during this battle.
Then there was no comparison when we fought the Svanir boss. He didn’t have as much HP but he was actually fun to fight. Kept you on your toes.
And then comes my friend the Legendary Dredge battle. Interesting, and fun, and also the most difficult I’ve had to fight so far.
After that one we tried the Grall fractal, that boss was so much easier. There is just no comparison between how easy/hard these bosses are. No consistency whatsoever!
Thats my 2 cents! What are your comments on the consistency of boss battles in these dungeons?
Fun to me is when something is fresh, new and exciting – regardless of the reward. I don’t care if I get zilch for something as long as I had fun doing it. I’ll be looking forward to trying it again and perhaps having better luck at a better reward.
Fun is when your eyes widen and your ears prick up when you discover a new way of doing something or a particular mechanic you didn’t even realized would work before.
The dungeons in this game do not do this. Well they do at first but then BOOM your dead… again and again and again. Some people find them easy, some people find them far too hard. Easy or hard (i personally find them too hard) its not fresh or exciting. It’s similar to most other dungeons. Find the pattern and rinse and repeat while you wait for the health bar of your foe to reach 0. Find that ONE way that works and keep exploiting it/repeat it.
Yes these battles are a lot more fast and action packed than other MMOs (I do love that), but once you find the pattern they are the SAME! And if you can’t find that patter then its just a mess. Aggro going all over the place, people going down all the time. One shot here and there, and rezzing someone can usually lead to your own death if your not careful.
I understand its important to make things a challenge, but this is a little TOO much. At the moment there is no way of easing us into it. In TA for instance the first pull is one of the hardest to do. 4 wolves in an area of killer flowers. Ease us into these fights so we slowly learn the mechanics and then increase the difficulty as we go along. For example in TA, perhaps start with 2 wolves, and increase the respawn time of those volatile blossoms. Then perhaps the next area will have 3 wolves etc etc.
When I keep dieing over and over and get no real reward at the end then it makes me NOT want to keep playing it.
You’ve removed the holy trinity. Great! I LOVE that idea! But then you through me into the very first dungeon with no idea on how to control these new situations. These situations (of not having a tank or healer and aggro being a mess) is NEW to each and every player (especially those who enter the dungeon for the first time), so we have no idea how to properly master them at first. So ease us into it! Not only have you removed the one consistent MMO game mechanic that we’ve all been used to for YEARS, but then you go ahead and make it absolutely too hard for us to get used to.
This game has promoted the idea of making your own story. Doing whatever you want and getting rewarded for it regardless. You have achieved this in almost ALL of your game, EXCEPT for the dungeons.
PvE questing can be hard if you’re not prepared, but atleast in those situations (of smaller battles against 1 or 2 mobs) you can figure out what went wrong, and next time you fight that mob you’ll be better prepared. In dungeons there is so much going on it just takes 1 or 2 hits and your down. You have no idea what just happened? It’s too chaotic!
So the suggestion I have is to ease us into these new paradigms you’ve introduced in this game. Ease us into these new ways of dealing with aggro management, the proper use of our support abilities, the tells that bosses have before a big attack, the effectiveness of our combinations etc. Help us learn them. You don’t have to necessarily make everything a great deal easier. Just HELP us get there.
Everyone keeps saying that one dungeon will be farmed so that it makes it easier to just do one dungeon and then allow you to get any dungeon set you want. I keep suggesting that all it needs is some diminishing returns so that repeated dungeons that day/or week wield less and less universal tokens.
I also think there should be a token exchange program. Exchange 2 tokens for 1 of your choice. Or something to that effect.
Also the fact that you get NO tokens if you happen to get cut off the internet or have real life commitments come up and stop your dungeon run even if you got the very last boss down to 1% health needs to be addressed.
Last night I got disconnected from the internet a minute or two after the last boss went down. Had it taken us a minute longer to down the boss I would have gone through 2.5 hours pure gaming torture for nothing.
One token to rule them all.
Any character to find them.
One vendor to bring them all,
And in the forge bind them.The main problem we see with a universal token system, is that players will find the easiest dungeons they can do within the DR system’s influence range, and just do them over and over.
It would be like if people could use all their CoF tokens from the speed/exploit clears, and buy up Arah Dragon armor. Were that the case, the armor itself would have no real value behind it. When you look at a player and you see a full suit of dragon armor, you know that they did a certain thing to get that armor. With a universal token system, you lose that sense of knowledge of what another player has gone through to get what they have.
I believe the OP was about mixing up the dungeons so that they were kept fresh and not forcing people to play/exploit the same dungeon to get that particular gear. I don’t want to have to do the same dungeon 30 times to get that gear. It would drive me mad, as the dungeons are frustrating and long.
To remove farming the easy/exploitable dungeons, you could easily have diminishing returns on ones you constantly repeat that day/week. At the moment Karma is gained through a variety different ways and used to buy a variety of different things so you can do a little wvw or dynamic events depending on your mood/time of day. It keeps things fresh.
But forcing players to do the one same thing constantly for dungeon armor is just demoralizing, and feels out of place in a game that normally promotes making your own ‘story’ (and not the story of repeating 30+ of the same dungeon – we get it… we could possibly recite the story at that point!)
Staring at that armor and realizing I have to do the same dungeon 30 times makes me NOT want to do it, it feels like work, not fun! And that’s essentially cutting off 1/3 of the content of an MMO.
+1 for unified/global dungeon currency, and/or the ability to exchange dungeon specific tokens for global tokens!
I agree that it would be great to have a universal token system. I just find it completely daunting that I will need to do the same difficult, frustrating, unrewarding dungeon around 30 times to get a complete set of gear. And then again if I want to do it for another character. It’s pretty backward mechanic, especially for a game that is so forward thinking in every other way!
You can introduce diminishing returns if you complete the same dungeon and path in the same day.
OR what about a universal token exchange. Exchange 2 dungeon specific tokens for 1 universal token.
I just don’t like the idea of doing the same thing over and over again. I want to mix it up and experience any dungeon I want. Just like how I can experience everything else in this game without restraint.
It feels so backwards to have this current system.
Adding some sort of alert sound other than the casually said ‘this is getting serious’ or changing the colour of the screen isn’t going to break the game. Furthermore it can be optional if Anet choose to implement anything further.
They need a more distinct and general audio and visual queue.
Like… do you have any suggestions? Because I can’t what else could be added if the player is missing every single death alert thrown at him :-O
Yep see above for some of my suggestions.
I find it very obvious when I’m low on HP. It’s kind of hard to miss my red health circle going down and the HP number going down. Right in the middle of my skill bar. How hard is it to pay attention to the little red bar? Too many effects is no excuse. Try playing a healer in other games, having to pay attention to effects, everything other players or mobs are doing, all while looking at the HP bars of all your friends to keep them alive. You have one little HP circle at the bottom of your screen and that’s it.
Your answer here seems a little accusatory, like I’ve done something wrong? Something wrong for just expressing my thoughts? These aren’t poor excuses, they aren’t excuses at all. Just my thoughts. I’m not trying to be excused of anything.
Anyway some of your points are valid. Yes all those alerts do happen, however I’m not consistently looking at my health bar all the time, and as a very squishy character it only take a couple of hits to go down, so if I took my eyes off it for a second it could all change very dramatically, and in a fast game like this I can’t really be looking at the bottom 1/10th of my screen the entire time.
Let’s take into account the people who need to play with very large screens. Sometimes it requires you to move your entire head to look somewhere else. And also those who play with the sound muted. They need a more distinct and general audio and visual queue.
You don’t see the red everywhere?
Yes I notice the red everywhere when I get hit but it seems to stay the same no matter how much damage you’ve taken. Whatever the alert is it needs to get gradually more intense the closer you are to death. That’s why I think an audio alert will help too. Sometimes there are so many effects going off it’s hard to take notice whats going on with your UI.
Tera had a system that made the screen go b&w, and the sound faded a little and you could hear a loud heart beat.
As for the character voice, that easily gets lost in the cacophony of battle.
(edited by kaotiktheory.8942)
I feel something that needs to be added is a stronger near death alert. At the moment I get hit and I have no idea I’m so low on health until its too late. Sometimes there is so much going on screen in dungeons or WvWvW that you can’t glance at your health that easily.
I think this game needs a more obvious on screen alert, like the colour fading to b&w and a recognizable sound like a loud heart beat or some sort of alarm. Nothing too jarring, just something subtle that makes you aware that your about to going down.
Simply put Anet, fix these kitten dungeons. They’re too hard, time consuming, not very rewarding. I’m sick of them!
You say you got rid of the holy trinity, well look what happens… each fight turns into a mess. I’m not saying you should put the holy trinity back in, but do something to make it easier for people to understand what and how to do these dungeons.
At the moment I’m finding it difficult to get an explorable dungeon group. Not many people seem to be running them. It could be the time I’m on, but I also think it has to do with the fact that the rewards for doing dungeons aren’t that great. At present you seem to get penalized more than rewarded (i.e repair bill), for dungeons that are usually difficult and frustrating for the average player- so it makes the whole idea of needing to repeat the same dungeon 30 times to get a full set of gear completely not fun! I don’t want to have to do that! No one should.
This whole game was toted as being the type of game you wanted it to be. From PvE, to sPvP and WvWvW, you could do it all and get rewarded. You could mix it up if one element of the game got a bit boring and repetitive, and that’s because anything you did got you xp, money, gear and karma.
Dungeons just give tokens (and some gear that you don’t really use). That seems very out of place for a game that’s so rewarding in every other way. So perhaps dungeons so incorporate a general currency system like karma, so its not specific to just one dungeon. That way I can mix it up and play different dungeons to keep it interesting. You could implement diminishing returns to those who keep repeating the same easier dungeons.
At the moment I just can’t justify playing a 2 hour dungeon that’s difficult and frustrating for just a handful of tokens. It just doesn’t seem worth it.
What do you guys think?